ID:83034
 
Keywords: fugpoll

Poll: Should Zelda: Shadow of the Triforce have pixel movement?

Yes 80% (21)
No 3% (1)
I don't care 15% (4)

Login to vote.

So I've put up this poll to see just what the majority of you think. I believe I already know the answer. Most of you would probably love to see pixel movement in my Zelda game. But before you vote, if you haven't already, I ask that you take a look at something.

You might have seen my Zelda Pixel Movement demo before. I've gotten some comments on it. Most of them have been good. I however was never satisfied with it.

For quite some time I've been working on my Zelda pixel movement demo on and off. Just today though, I think I've actually finished it to a point that I can be proud of it as my first decent pixel movement system.

1. The movement is much smoother now

2. I took away the default BYOND repeat system and made the movement into a loop. There's no lag when you start moving now.

3. I made the collision a lot better. I've found no ways to break it.

Number 3 is the main reason that I want to post this demo. I want to see both what you all think of my pixel movement system and also if you can find any bugs.

If I'm able to pretty much perfect this system, it will probably be something you'll see in most of my games, if not a slightly edited version.

The demo can either be found by clicking the link under my demo list, or you can just click this.

I hope you enjoy it. I'll clarify a couple of things though.

#1. This imitates BS Zelda's movement. That movement system had no diagonal movement. You simply moved in the direction of the key you pressed.

#2. You can check your pixel loc as well as the pixel loc of everything around you by double clicking them. The pixel loc will come up in the output as x,y.


Please try it and post any bugs you can find or even any issues that you had. Thanks!
One thing I don't like about the demo is that when you're holding say the up button you're moving up, and then you press the right button, at which point you start moving to the right. But then, when you let go of the right button you'd expect to move in the direction of north again, which doesn't happen.

You're movement stops on any keyup event, no matter the keys you have pressed. Fix that one issue and your demo will be perfect.
Metamorphman wrote:
One thing I don't like about the demo is that when you're holding say the up button you're moving up, and then you press the right button, at which point you start moving to the right. But then, when you let go of the right button you'd expect to move in the direction of north again, which doesn't happen.

You're movement stops on any keyup event, no matter the keys you have pressed. Fix that one issue and your demo will be perfect.

I need to make sure you're seeing the new demo and not the old one. Someone said they still see the old one. Is there water on the map?
There is water on the map. Perhaps you forgot to update the download link?
I found the same issue as Metamorphman but I do remember having that problem with my pixel movement, I may have resolved it? Also, I found a small error that really isn't that important.

Although in the case you're unaware, if you tap 2+ directions repeatedly, your character will than move for awhile after all the keys are pressed.

That's not really an issue, but I find after I do this I'm able to glitch threw density. Fortunately, you have it fixed so I can't walk too far threw the density; the movement is looking really good and is generally perfected.
Flame Guardian wrote:
I found the same issue as Metamorphman but I do remember having that problem with my pixel movement, I may have resolved it? Also, I found a small error that really isn't that important.

Although in the case you're unaware, if you tap 2+ directions repeatedly, your character will than move for awhile after all the keys are pressed.

That's not really an issue, but I find after I do this I'm able to glitch threw density. Fortunately, you have it fixed so I can't walk too far threw the density; the movement is looking really good and is generally perfected.

I believe that constant tapping issue is due to the lower tick_lag I use. I found that a tick_lag of 0.6 is perfect for it. No more, no less.
*starts to cry* It's perfect...
I remember Verm running into this issue too.

It's like this with any key, not just the Directional keys.

Say you hold down F

ffffffffffffffffffff

Then, you press and hold G, too

ffffffffgggggggggggggggg

After which you then let go of G

ffffffffffffffffffffffggggggggggggggg

It stops, no F again.
It actually doesn't repeat, it uses a loop. Due to this, it would just be:

F

then

G

and if I set a variable that tells just if you're holding G still, then when I let go of F, it can check that variable in order to reactivate G.
Or you could play it like an actual game where you just press buttons at different times instead of all at once...
Kelto wrote:
Or you could play it like an actual game where you just press buttons at different times instead of all at once...

Actually it could be a little convenient if you were able to let go of the button and go the direction of the other button being pressed. I see where you're coming at though. It's not really a huge deal.